I’m working on a 2D game. I have multiple cameras with confinder2Ds in the scene. When the player crosses a trigger I change the priority to the right camera. My problem is the blend seems like a jump (even when using EaseInEaseOut). I want to change to the new camera but not blending all the way to the new camera.
Assume something like the picture below. We have two cameras here. Camera A is confined to not show the right of the middle room and Camera B is confined to not show the bottom of the platform. Because cameras don’t have overlapping bounding areas, we will have a jumpy feeling. When the player crosses the trigger it feels like the camera suddenly gets free.
My idea to solve the problem is to blend cameras not by time but by player movement. Meaning when the player crosses the trigger, I start lerping between two cameras and as the player moves I lerp more toward the target camera. It will smooth the blend and if the player stops moving, blend stops too which have better feelings.
Can this be achieved by script? I saw the IBlend interface but couldn’t figure out how to use it and if it is possible with it or not.
